System and method for lock on target tracking with free targeting capability
First Claim
Patent Images
1. A video game method implemented using at least one processor, comprising:
- causing the at least one processor to;
apply a lock to a first game object in a virtual game world so that the first game object remains substantially at the center of a field of view of a game character as the game character moves within the virtual game world;
maintain the lock on the first game object while allowing a targeting reticle to move to temporarily target one or more second game objects spatially separated from the first game object in the virtual game world, the first game object staying substantially in the center of the field of view of the game character while the lock is maintained on the first game object; and
cause, when the targeting reticle is no longer targeting the one or more second game objects, the targeting reticle to return to the center of the field of view of the game character and to target the first game object.
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Accused Products
Abstract
An example video game includes a virtual game world including a video game character movable within the virtual game world and one or more targets. A first target in the virtual game world can be locked onto so that the first target remains substantially at the center of a field of view of the game character within the virtual game world. A reticle may be moved to target one or more second targets in the virtual game world while the first target remains locked onto.
47 Citations
21 Claims
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1. A video game method implemented using at least one processor, comprising:
causing the at least one processor to; apply a lock to a first game object in a virtual game world so that the first game object remains substantially at the center of a field of view of a game character as the game character moves within the virtual game world; maintain the lock on the first game object while allowing a targeting reticle to move to temporarily target one or more second game objects spatially separated from the first game object in the virtual game world, the first game object staying substantially in the center of the field of view of the game character while the lock is maintained on the first game object; and cause, when the targeting reticle is no longer targeting the one or more second game objects, the targeting reticle to return to the center of the field of view of the game character and to target the first game object. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A non-transitory computer-readable medium storing computer-executable instructions which, when executed by a computer, cause the computer to perform features comprising:
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applying a lock to a first game object in a virtual game world so that the first game object remains substantially at the center of a field of view of a game character as the game character moves within the virtual game world; maintaining the lock on the first game object while allowing a targeting reticle to move to temporarily target one or more second game objects spatially separated from the first game object in the virtual game world, the first game object staying substantially in the center of the field of view of the game character while the lock is maintained on the first game object; and causing, when the targeting reticle is no longer targeting the one or more second game objects, the targeting reticle to return to the center of the field of view of the game character and to target the first game object. - View Dependent Claims (9)
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10. A video game system comprising:
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an input device; and a processor for generating a virtual game world for display on a display device, the processor being configured to; apply a lock to a first game object in a virtual game world based at least in part on first inputs supplied via the input device so that the first game object remains substantially at the center of a field of view of a game character as the game character within the virtual game world, maintain the lock on the first game object while allowing a targeting reticle to move to temporarily target one or more second game objects spatially separated from the first game object in the virtual game world based at least in part on second inputs supplied via the input device, the first game object staying substantially in the center of the field of view of the game character while the lock is maintained on the first game object; and cause, when the targeting reticle is no longer targeting the one or more second game objects, the targeting reticle to return to the center of the field of view of the game character and to target the first game object. - View Dependent Claims (11)
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12. A video game played in a game system having a processor, the video game comprising:
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a virtual game world created using the processor and comprising a video game character movable within the virtual game world and one or more game objects; a lock-on mechanism for locking onto a first game object in the virtual game world so that the first game object remains substantially at the center of a field of view of the game character as the game character moves within the virtual game world; and a targeting reticle moving mechanism for moving a targeting reticle to target one or more second game objects in the virtual game world, wherein the lock-on mechanism maintains the lock on the first game object while allowing the targeting reticle to move to temporarily target at least one spatially separated second game object, wherein the first game object is kept substantially in the center of the field of view of the game character while the lock-on mechanism maintains the lock on the first game object, and wherein the targeting reticle is caused to return to the center of the field of view of the game character and to target the first game object when the targeting reticle is no longer targeting the at least one second game object. - View Dependent Claims (13)
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14. A video game method implemented using at least one processor, comprising:
causing the at least one processor to; move a video game character within a virtual game world in response to game character movement inputs; apply a lock to a first game object in the virtual game world so that the first game object remains substantially at the center of a field of view of a game character as the game character moves within the virtual game world; maintain, via the at least one processor, the lock on the first game object while allowing a targeting reticle to move in response to targeting reticle movement inputs to temporarily target one or more second game objects spatially separated from the first game object in the virtual game world; and cause, when the targeting reticle is no longer targeting the one or more second game objects, the targeting reticle to return to the center of the field of view of the game character and to target the first game object, wherein game character movement inputs for moving the game character in a sideways direction relative to the locked-on first game object cause the game character to move in a circle around the locked-on first game object whereby the first game object remains substantially at the center of a field of view of a game character. - View Dependent Claims (15, 16, 17, 18)
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19. A non-transitory computer readable storage medium having stored thereon a program executed by a processor, the program comprising:
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locking onto a first game object in a virtual game world, the first game object being in a field of view of a game character; moving the game character in the virtual game world while keeping the first game object in a substantially same position in the field of view of the game character; targeting, using a targeting reticle, a second game object spatially separated from the first game object in the field of view of the game character while maintaining the lock onto the first game object, the first game object remaining in the substantially same position of the field of view of the game character; and causing, when the targeting reticle is no longer targeting the second game object, the targeting reticle to move to the substantially same position of the field of view of the game character and to target the first game object. - View Dependent Claims (20, 21)
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Specification